using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class GameManager : SigtMnb<GameManager>
{
    public Quaternion _curCameraOri;
    private PlayerInput _playerIpt;
    public PropModule _UIPM;
    public SkillModule _UISM;

    private void Awake()
    {
        IniSigt();
    }

    private void Start()
    {
        _playerIpt = GetComponent<PlayerInput>();
        _UIPM.IniProp();
        _UISM.IniSkillModule();
        UIMgr.Instance.IniDspl();
        UIMgr.Instance.DsplHUD();
    }

    private void Update()
    {

    }

    public void WakeUpRscSetting(InputAction.CallbackContext context)
    {
        if (context.phase == InputActionPhase.Started)
        {
            _playerIpt.SwitchCurrentActionMap("RscSetting");
            UIMgr.Instance.DsplRscSetting();
        }
    }

    public void CloseRscSetting(InputAction.CallbackContext context)
    {
        if (context.phase == InputActionPhase.Started)
        {
            _playerIpt.SwitchCurrentActionMap("GamePlay");
            UIMgr.Instance.RfrBufferProp();
            UIMgr.Instance.DsplHUD();
        }
    }
}
